Dude! I almost didn’t watch this video because I didn’t think I could get much valuable information in 7 minutes, but you proved me wrong! Subscribing!
I dont think counting every second in script the best way. You can use "SIGNAL TRACK" for transition to a next scene. Place the signal Emitter end of the track and call the next scene function from the signal reciever.
I want to start my cutscene right when the player clicks on "Play" on the menu, how do i do that....? But this is a great tutorial! so clear and helpful!!
For cutscenes, I generally switch to a new scene that is set in the game world, but the player has no controls. Then I let the cutscene play out and switch back to the main scene where the player can move. This works well for me, but there are likely some cases in which you would want mid game cutscenes. In these cases just disabling all real-time controllers, begin the timeline and things should work. Hope this helps! If you run into problems, let me know.
@@thecodeanvil5779 my game will have a lot of cutscenes since it's a horror game, and will it be fine to have multiple timelines in one scene, but have them disabled of course
Ok, but how do you do all this when you have 15 cameras in a scene? And how do you make sure that the main camera doesn't fly off to the side when you're creating the CineMachines' brains?
If you want to create a cutscene inside of a current game scene, copying it each time it changes doesn't seem like a good workflow. Why not just have the timeline inside the actual scene and have it disabled until used?
I have a question. How does this work when a cutscene is triggered in game by walking into a certain area? What does that code look like when the scene is triggered by walking into an area? What about killing the scene activation being triggered again when walking into that area post-scene?
You can set the player character have an "ontriggerenter" (it should pop up when you start typing it) function. Make a plane and set the collider for it to be a trigger and make it so the player walks through it, kinda like a portal. Of course it should cover all possible entrances for the player. You can have multiple of the same type. (or you can mage a sphere collider with the trigger tick box on it in the editor large enough to cover the exits) There you can sort by the trigger tag (make sure to set the tag to the specific trigger you just made). Finally in the body of the trigger functions (which should be in the player script) once it recognises it hit the trigger you can tell it to, disable all current triggers of the same tag, AND save that to your save system(so they don't get loaded in the next time you run the game), AND THEN play the scene you want to play. In large that should cover the most common uses. Not trying to be condescending, but I wanna cover as many bases as I can in one comment, with limited info. Hope it works for you or at least puts you on one of the possible searching paths to solve your querry.
So if I am understanding your question right, then you just want to open and close dialog during your cutscenes. The way of doing this vastly differs depending on the system that you use. I would suggest looking for a method in the scripts that starts the dialog. If you find one, that is likely what you need to call. Once again, I don't know your setup: cutscene, scripts, UI, etc. So finding a catchall way of doing this would be difficult. You may want to separate timeline objects, one for the cutscene before the dialog, and one for the cutscene after the dialog. Then, start the dialog at the end of the first one and start the final cutscene at the end of the dialog. This isn't the best way, but it is fairly generic and should work with most dialog systems. Sorry I couldn't be more help.
Yo lo considerado también, pero es difícil a hacer un solución bueno por la mismo contenido en idiomas diferentes. Esta un problema mayor a encontrar videos buenos para diseño de juego en Español? (O en otro caso, tal vez los subtítulos en español pueden ayudar?)
Content has what you need but the communication can be a bit confusing as you are muttering and talking so quickly sometimes.... for example, the intro you say nice and slowly "we want to make a new scene.....name it cutscene". then you're like in under a second "theninsideofthatscenecreateanewemptysceneobjectandnameittimeline". i needed to play it three times and incrase volume to hear what u muttered and see what u did..... you do this multiple times. try to stay consistent and clear
Great stuff! It's sometimes surprisingly difficult to find things explained simply. I'll be following for more good stuff!
Thank you for the support! I'm glad you're finding it helpful.
Dude! I almost didn’t watch this video because I didn’t think I could get much valuable information in 7 minutes, but you proved me wrong! Subscribing!
Wow! Thank you so much for the support. It means a ton!
@@thecodeanvil5779 you deserve it
Dude i haven’t watched you in a while! Your videos are so much better and professional now!!
Hi! I'm glad to hear you're back! Thank you very much for the support.
This video is amazing! How do you only have 687 subs!?! Thanks so much, this video is really helpful and easy to follow.
Exactly I was searching for! Thanks you!
You're welcome! Glad that I could help you out!
Bruh you deserve more subscriber. Only 590 subs? What were ppl thinking? Your content is gold
Wow, thanks! I appreciate the support; It means a lot.
I dont think counting every second in script the best way. You can use "SIGNAL TRACK" for transition to a next scene. Place the signal Emitter end of the track and call the next scene function from the signal reciever.
how to call function i have to write code for this ? could you please help me
@@AyeshaKhan-jr8vpUse keyframe event and call the method there. Script must be on the gameobject.
All is good! Thx mate.
Amaizing! love it❤
Great explanation!
bro thanks i finnaly found it tysm
You're welcome! Happy to help.
Good tutorial, thanks!
easy to understand!
Wonderful!
Great Great vid man other cut scene vids have been too complicated! Support from me! 🔥🔥🔥
Thanks so much for the support! I'm glad that this was helpful for you.
This was so helpful!
Greah video, great explanation.
you also moved the image above the text in the canvas hierarchy and didnt mention it......
I want to start my cutscene right when the player clicks on "Play" on the menu, how do i do that....?
But this is a great tutorial! so clear and helpful!!
you would set the index to 1 with the main menu being 0 so when it loads the next scene, the scene is the cutscene you made. if that makes sense
How would I do mid game cutscenes?
Would creating multiple timeline game objects and enabling them with a trigger would work?
For cutscenes, I generally switch to a new scene that is set in the game world, but the player has no controls. Then I let the cutscene play out and switch back to the main scene where the player can move. This works well for me, but there are likely some cases in which you would want mid game cutscenes. In these cases just disabling all real-time controllers, begin the timeline and things should work. Hope this helps! If you run into problems, let me know.
@@thecodeanvil5779 thank you alot for the advice and I have done the switch scenes thing and it works great
@@austinwhiteted8231 You're welcome! So glad it is working for you!
@@thecodeanvil5779 my game will have a lot of cutscenes since it's a horror game, and will it be fine to have multiple timelines in one scene, but have them disabled of course
Thanks bro for the video
You're welcome! Glad I could help.
Ok, but how do you do all this when you have 15 cameras in a scene? And how do you make sure that the main camera doesn't fly off to the side when you're creating the CineMachines' brains?
I can't create a new game object. 0:48
Halo kawan saya dari indonesia meski saya tidak paham bahasa kalian tetapi penjelasan yang cukup mudah simple sangat enak dipahami
Your so underrated
Thanks, I appreciate the support!
thanks bro!
great video :)
If you want to create a cutscene inside of a current game scene, copying it each time it changes doesn't seem like a good workflow. Why not just have the timeline inside the actual scene and have it disabled until used?
PERFECT, thz broo
How were you able to make Unity focus the Camera rather than the Canvas?
Fun Fact: You used Davinci Resolve to edit the video.
(I subscribed!)
Ha ha, impressive. Thanks for the support!
how do i get eht tile map
You REALLY need to slow down talking sometimes, the number of times I had to pause just to hear what you said was insane, truely
I'm French and it's true that it's a bit complicated to follow sometimes 😂
Im at 2 mins and already paused 20 Times bruhh
.5 speed
I thought he was talking fine lol?
I have a question. How does this work when a cutscene is triggered in game by walking into a certain area? What does that code look like when the scene is triggered by walking into an area? What about killing the scene activation being triggered again when walking into that area post-scene?
You can set the player character have an "ontriggerenter" (it should pop up when you start typing it) function.
Make a plane and set the collider for it to be a trigger and make it so the player walks through it, kinda like a portal. Of course it should cover all possible entrances for the player. You can have multiple of the same type. (or you can mage a sphere collider with the trigger tick box on it in the editor large enough to cover the exits)
There you can sort by the trigger tag (make sure to set the tag to the specific trigger you just made).
Finally in the body of the trigger functions (which should be in the player script) once it recognises it hit the trigger you can tell it to, disable all current triggers of the same tag, AND save that to your save system(so they don't get loaded in the next time you run the game), AND THEN play the scene you want to play.
In large that should cover the most common uses.
Not trying to be condescending, but I wanna cover as many bases as I can in one comment, with limited info. Hope it works for you or at least puts you on one of the possible searching paths to solve your querry.
Music not helping.
Also me making a massive visual script
This video is handy, albeit a bit fast haha
how can i make dialog appear dissapired 2x? example ("open" dialog1 hi i like ur vids "close" / " open" dialog2 thanks :) "closed")
So if I am understanding your question right, then you just want to open and close dialog during your cutscenes. The way of doing this vastly differs depending on the system that you use. I would suggest looking for a method in the scripts that starts the dialog. If you find one, that is likely what you need to call. Once again, I don't know your setup: cutscene, scripts, UI, etc. So finding a catchall way of doing this would be difficult. You may want to separate timeline objects, one for the cutscene before the dialog, and one for the cutscene after the dialog. Then, start the dialog at the end of the first one and start the final cutscene at the end of the dialog. This isn't the best way, but it is fairly generic and should work with most dialog systems. Sorry I couldn't be more help.
Deberías hacer un canal en español, tendrías mucha gente mirando el contenido
Yo lo considerado también, pero es difícil a hacer un solución bueno por la mismo contenido en idiomas diferentes. Esta un problema mayor a encontrar videos buenos para diseño de juego en Español?
(O en otro caso, tal vez los subtítulos en español pueden ayudar?)
Content has what you need but the communication can be a bit confusing as you are muttering and talking so quickly sometimes.... for example, the intro you say nice and slowly "we want to make a new scene.....name it cutscene". then you're like in under a second "theninsideofthatscenecreateanewemptysceneobjectandnameittimeline". i needed to play it three times and incrase volume to hear what u muttered and see what u did..... you do this multiple times. try to stay consistent and clear
Bro I’m not even a native speaker and I got it from the first time, I don’t think it’s the creator’s problem
2:08